;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Ind, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  Too, Fli, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  Met, San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  no,  Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Modern Technology,  1, 0,  Too, Fli, 2, 3    ; FT 
Boer Tech,          -10, 0,  no,  no,  2, 0    ; U1 
British Tech,       -10, 0,  no,  no,  2, 0    ; U2 
German Tech,        -10, 0,  no,  no,  2, 0    ; U3 
Volunteer Tech,     -10, 0,  no,  no,  2, 0    ; X1 
Portuguese Tech,    -10, 0,  no,  no,  2, 0    ; X2 
Zulu Tech,          -10, 0,  no,  no,  0, 0    ; X3 
African Tech,       -10, 0,  no,  no,  0, 0    ; X4 
Commando Tech,      -10, 0,  no,  no,  2, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
<Capitalization>,         60, 0,    Cor,
Pyramids,                 20, 0,    no, 
Nothing,                  20, 0,    no, 
Colossus,                 20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Zimbabwe Ruins,     30, 0,    Mas,
Sun Tzu's War Academy,    30, 0,    no, 
Capitalism,               30, 0,    Eng,
Imperialism,              20, 0,    RR, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    Gun,
Leonardo's Workshop,      40, 0,    no, 
East-India Company,       40, 0,    Nav,
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Nothing
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
Met,        ; Great Zimbabwe Ruins
nil,        ; Sun Tzu's War Academy
nil,        ; Capitalism
nil,        ; Imperialism
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; East-India Company
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  5, Rad, 000000000000000
Settlers,     nil, 0,  1.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Warriors,     Gun, 0,  1.,0,  2a,1d,  1h,1f,  3,0,  0, nil, 000001000000010
Mpande,       Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000001000000011
Warriors,     Gun, 0,  1.,0,  1a,2d,  1h,1f,  3,0,  1, nil, 000001000000000
Gen. Kitchener,nil, 0,  2.,0,  7a,6d,  2h,1f,  4,0,  0, no,  000000001000000
Militia,      nil, 0,  2.,0,  3a,2d,  1h,1f,  2,0,  0, U1,  000001000000000
Great Zimbabwe,nil, 0,  0.,0,  0a,8d,  2h,1f,  2,0,  0, no,  000100000000000
Partisans,    nil, 0,  1.,0,  2a,2d,  1h,1f,  6,0,  1, no,  000000000000000
Citizen Infantry,nil, 0,  1.,0,  5a,4d,  1h,1f,  4,0,  0, no,  000000000000000
E. Infantry,  nil, 0,  1.,0,  5a,5d,  1h,1f,  4,0,  0, U2,  000000000000000
E. Infantry,  nil, 0,  1.,0,  4a,5d,  1h,1f,  4,0,  0, U2,  000000000000000
Colonial Infantry,nil, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  0, no,  000000000000000
Volunteers,   nil, 0,  2.,0,  5a,4d,  1h,1f,  4,0,  0, X1,  000000000000100
B. Infantry,  nil, 0,  2.,0,  5a,4d,  1h,1f,  2,0,  0, U1,  000000000000000
Adv. Commando,nil, 0,  2.,0,  6a,4d,  1h,1f,  5,0,  0, X5,  000001000010010
Commando,     X5,  0,  3.,0,  5a,3d,  1h,1f,  4,0,  0, U1,  000000000000000
G. Infantry,  nil, 0,  1.,0,  5a,4d,  1h,1f,  4,0,  0, U3,  000000000000001
Regulars,     nil, 0,  1.,0,  5a,5d,  1h,1f,  4,0,  0, no,  000000000000000
E. Cavalry,   nil, 0,  2.,0,  6a,4d,  1h,1f,  6,0,  0, U2,  000000000000000
F-M Roberts,  nil, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000001
Armour,       SFl, 0,  3.,0,  6a,6d,  2h,1f,  9,0,  0, Mob, 000000000000000
Armour,       nil, 0,  3.,0,  7a,7d,  1h,1f,  8,0,  0, SFl, 000000000000000
E. Infantry,  nil, 0,  1.,0,  6a,3d,  1h,1f,  5,0,  0, U2,  000000000000000
15 pounder,   nil, 0,  1.,0,  8a,1d,  1h,1f,  8,0,  0, Too, 000000001000000
Siege Artillery,nil, 0,  1.,0,  0a,6d,  1h,1f,  8,0,  1, Too, 000000000000000
Airplane,     Sth, 1,  6.,4,  4a,2d,  1h,2f,  6,0,  3, Fli, 000000000010000
Bomber,       Sth, 1,  6.,4,  6a,1d,  1h,1f, 10,0,  0, AFl, 000000000000000
Zeppelin,     nil, 1,  6.,0,  4a,1d,  1h,1f,  6,0,  0, AFl, 000000000010000
Fighter,      nil, 1,  7.,4,  6a,4d,  1h,1f,  8,0,  3, Sth, 000000000010000
Bomber,       nil, 1,  7.,4,  8a,1d,  1h,1f, 10,0,  0, Sth, 000000000000000
P. Cavalry,   nil, 0,  2.,0,  5a,4d,  1h,1f,  6,2,  0, X2,  000000000000000
G. Cavalry,   nil, 0,  2.,0,  6a,4d,  1h,1f,  6,3,  0, U3,  000000000000000
P. Infantry,  nil, 0,  1.,0,  4a,4d,  1h,1f,  4,4,  1, X2,  000000000000000
G. Infantry,  nil, 0,  1.,0,  4a,4d,  1h,1f,  4,2,  1, U3,  000000000000100
G. Infantry,  nil, 0,  1.,0,  6a,2d,  1h,1f,  4,0,  0, U3,  000000000000100
Adv. Ironclad,E1,  2,  9.,0,  5a,4d,  3h,1f,  6,0,  2, Nav, 100000000000000
Dreadnought,  nil, 2,  6.,0,  8a,6d,  2h,2f, 14,0,  2, Stl, 100000000000001
Ironclad,     E1,  2,  7.,0,  5a,4d,  2h,2f, 10,0,  2, SE,  000000000000000
Battlecruiser,nil, 2,  7.,0,  6a,4d,  2h,2f, 10,0,  2, E1,  100000000000000
Submarine,    U3,  2,  8.,0,  6a,2d,  2h,2f,  8,0,  2, Cmb, 000000000001001
Indiaman,     Stl, 2,  7.,0,  0a,1d,  2h,2f,  6,4,  4, Nav, 000000000000000
U-Boot,       nil, 2, 10.,0,  8a,2d,  2h,2f,  6,0,  2, U3,  000000000001001
Freighter,    nil, 2,  8.,0,  0a,1d,  2h,2f,  5,8,  4, Stl, 000000000000000
Gen. de Wet,  nil, 0,  3.,0,  7a,4d,  2h,2f,  4,0,  0, no,  000000000000010
Armed Africans,Csc, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  0, Gun, 000001000000000
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  6,0,  6, no,  000000000000011
Explorers,    nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  0, Gun, 000001000000011
Freight,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Gun, 000001000000011
Goods Train,  nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  7, Gun, 000000000000011
Gen. Botha,   nil, 0,  2.,0,  7a,6d,  2h,1f,  6,0,  0, no,  000010000000000
- Unused -,   nil, 0,  1.,0,  8a,1d,  1h,2f, 12,1,  0, no,  000000000000000
Scout Balloon,nil, 1,  8.,4,  0a,1d,  2h,1f,  6,0,  3, Fli, 100000000000011
Seamine,      nil, 2,  0.,0,  0a,8d,  2h,1f,  4,0,  2, no,  110000000000011
Blockhouse,   nil, 0,  0.,0,  0a,5d,  1h,1f,  4,0,  1, no,  000000000000011
Creusot "Long Tom",nil, 0,  0.,0,  0a,9d,  1h,1f,  4,0,  1, no,  000000000000000
Barbed Wire,  nil, 1,  0.,70,  0a,3d,  2h,1f,  4,0,  3, no,  000000000000011
Fortress,     nil, 0,  0.,0,  0a,7d,  1h,1f, 12,0,  1, Csc, 000000000000000
Fort,         nil, 0,  0.,0,  0a,8d,  1h,1f,  6,0,  1, no,  000000000000011
Gen. Buller,  nil, 0,  1.,0,  7a,5d,  2h,1f,  4,0,  0, no,  000000000000001
Big Bertha,   nil, 0,  1.,0, 10a,1d,  1h,2f, 12,0,  0, U3,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Veld,       1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  1,1,0,   yes, 2, 6, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountain,   3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Gold mine,  1,1,  1,3,5,   no,  1,10, 1,   yes, 2, 5,  5,  Hil,   ; Tun
Veld,       1,1,  1,1,7,   no,  0, 0, 0,   no,  1,15,  3,  Swa,   ; Gla
Highveld,   1,2,  1,1,0,   yes, 1, 5, 2,   no,  0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,8,
Game,       1,2,  3,1,0,
The Big Hole,1,1,  1,1,8,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Diamonds,   2,4,  1,0,6,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Diamonds,   1,1,  1,1,6,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,





@GOVERNMENTS
Anarchy,        Mr,          Ms
Despotism,      Chief,       Chief
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Prime Minister,Prime Minister
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 1, Egyptians,   Egyptian,    0,  0,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Americans,   American,    1,  1, -1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 1, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 2, Russians,    Russian,     1,  1, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  1, -1,
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 1, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 2, English,     English,     1,  1, -1,
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 1, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 1, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 1, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     0, -1,  1,
Xerxes,       Scheherezade,        0, 5, 1, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       1, -1,  1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Sugar Can,
Beads,
Tin,
Salt,
Coal,
Copper,
Dye,
Wine,
Ostrich,
Silver,
Ivory,
Diamonds,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Slave
Burgher
Consul
Prime Minister
President
King

@ATTITUDES
Worshipful [++++]
Enthusiastic [+++]
Cordial [++]
Receptive [+]
Neutral 
Uncooperative [-]
Icy [--]
Hostile [---]
Enraged [----]













